yea no doubt mayn.. 75% of my experience is online so take it how you want it. with that said lets move on.. these just off top of my head.Come on guys, can we at least get some discussion going related to this?
ahh what i meant was get in on him, dont let him get in on you. of course cage gotta get in to do real dmg, and LK has a great iaf and low fireballI'm working on a Cage matchup guide. I'll post when completed.
Btw - I don't agree with the comment vs Liu Kang. Kang has better zoning options than Cage, so you have to get in. Learn how to block Kang's combo strings and punish. Watch for random kicks/wake up and try to bait.
Also, vs Ermac you can cross him up on wakeup if you think he's gonna gravity squeeze you. Ermac has a problem with being crossed up and you can punish a missed wake up with a full combo off that cross-up punch.
The top 2 things Kung Lao does is spin and low hat throw. Kung Lao really has no reason to slow teleport against Cage, unless Cage decides to throw balls full screen (which is a bad idea, KL wins on speed of projectiles).Kung Lao: Against Kung Lao, the 2 most common things he will do is teleport and spin. Teleport is very safe means of approach and spins have too much of a reward to not just throw out when you're unaware. When Kung Lao teleports he is left with 4 options. His fastest option is FK after teleport which will literally beat out everything but Uppercut on reaction. B3 is too slow for the screen switch. However, the easiest method to beat all 4 of his teleport options is to simply move forward. This movement is not even significant but a simple toggle forward. All his moves will whiff and you may punish with B3.
The most ideal punishment is+
, dash,
, dash,
, dash,
, dash,
xx
(nut punch) 31%
His spin is similar in punishment. The easiest way to punish is to block his spin and dash towards slightly and use b3(punish with the combo above). To practice the timing if you don't have a partner, simply set the cpu on block always. Then set it on wake up attacks.
Unless punished thoroughly, Kung Lao is free to abuse his priority. Ending with a nut punch is also very important. The state it leaves them in gives them more to think about as they will have no options but to block your pressure. 31% and unfavorable position is not to be taken lightly.
I suppose I've worded it incorrectly about the 2 most common moves. I was simply stating a counter to those options which he has. The tendency to spin on wake up, I assume you mean in the corner since flip kick and shadow kick simply pushes them too far mid-screen.The top 2 things Kung Lao does is spin and low hat throw. Kung Lao really has no reason to slow teleport against Cage, unless Cage decides to throw balls full screen (which is a bad idea, KL wins on speed of projectiles).
Because of your opponent's tendency to spin on wake up, ending combos in nut punch might not be the best option. While ending in nut punch does in fact give you some mix up options, if I know I can bait my opponent to wake up with spin, I can punish with a full combo and deal another 31% (maybe second time end with nut punch).
Also, we need to rethink some matchups with the new buff.Lastly for now, you may x-ray between his 3,3,4 string before 4 connects (very important considering Raiden can no longer pressure you. Yes, you can do this on reaction).
If anyone wants to test what strings Johnny can x-ray counter in between it'd be really useful.
Definitely, the armor on Enh. Shadow Kick is a major buff in helping Johnny get in on zoners. There's going to have to be a lot of testing and playing other players to see just how much it helps though.This whole thread is going to have to be re-evaluated due to Cage getting Armor on his EX Shadow Kick. Why?
Because now you can pressure zoning characters.
Sub Zero for example. On reaction you can EX kick through his iceball or statue. This really makes things easier for Cage to get in close where he is best.
Thoughts?
Yeah, honestly I think NRS is going to remove the buff in a coming patch. Having armor on a move that fast that goes full screen just seems OP. It will definitely help some MU's like sub-zero but i feel like it will break other ones. IDK, maybe we'll see. I still haven't actually gotten to play on the new patch yet because of the goddamn 360.This whole thread is going to have to be re-evaluated due to Cage getting Armor on his EX Shadow Kick. Why?
Because now you can pressure zoning characters.
Sub Zero for example. On reaction you can EX kick through his iceball or statue. This really makes things easier for Cage to get in close where he is best.
Thoughts?
To be honest, it felt like a really uphill battle without any means to get past ice clones.Yeah, honestly I think NRS is going to remove the buff in a coming patch. Having armor on a move that fast that goes full screen just seems OP. It will definitely help some MU's like sub-zero but i feel like it will break other ones. IDK, maybe we'll see. I still haven't actually gotten to play on the new patch yet because of the goddamn 360.
Hmm interesting. I can definitely see the metagame at the very beginning being extremely important. Who knows, in a year maybe the whole match will be decided by who guesses what at the beginning of the round.To be honest, it felt like a really uphill battle without any means to get past ice clones.
Sub-Zero usually had to be the one to make a mistake before you could approach him. I'm not sure if this would make Cage OP since it requires meter. How much meter does Cage normally get against characters who range him out in the first place?
I can't make any assumptions yet, but if you can make other people afraid to throw fireballs when you have meter...
Still not sure if this situation will ever mean anything since I just made it up on the fly. If at the start of the match you can only get meter with the very first hit that aren't armor hits, Cage goes up against Noob. Would a Noob player hesitate to throw a fireball if Cage can now react to it and get the first meter with 12%?
I'm wondering if you can actually bait something like Enhanced Shadow kick to get a full combo on Cage and make him waste a bar.
Think so... iirc it did 16% before... doesn't matter, I never used it, way too punishable compared to the normal version.last night i had a session my friend and i played sub vs his cage. the ex shadow kick definitely gives cage a better chance especially timed correctly, like when i iceblast or clone. even when my ex clone was out it owned it and i either took da kick or blocked, but if i blocked i got a full combo so its still that punishable. so imo its not that OP'd and it just means sub players have to be smarter, i started only using clones after he jumped or tried to DC me and it still made my sub game work just fine. so i dont think the buff should be touched. also, i play a little of cage myself and did they nerf the dmg on his ex flash kick? i coulda swore it did more than 13%